EverQuest had all of those things. And in 1999... and with a low budget, and online, so harder to do. They were also not instanced too, which made them unique in the world of MMO's. There are only a few other games which have non instanced dungeons but even those don't work as well as EQ did. I don't think it had lever puzzles but it had all that other stuff and it did it really well.
There was this dungeon called Gukta. You travel to a swamp and find a cave entrance and go inside. It is a really big dungeon, and it is called Upper Guk. You could spend 20 levels just in this one dungeon, and that translated to a month of hardcore playing, much more for casuals. This is the map of that dungeon, but bear in mind the scale makes it look manageable when really it is huge.
At first it seems very mazelike, you don't know which path to take and some paths lead back to where you started, some are dead ends, most lead deeper and deeper inside. There are hidden rooms, fake walls, slippery floors you glide on, narrow bridges to cross, areas you have to crouch into, many hundreds of mobs, many places to drown, etc. There are also multiple exits.
The most interesting exit though leads to a whole other dungeon below, called Lower Guk. It was one of the highest level areas in the game and had some of the best loot at the time. It was just as big and just as complex, and with more traps and more mobs. The players thought of the zone in two halves, the live side, and the dead side which was all undead. It was all in one dungeon but it was so big people thought of it in two halves and the mobs in both sides were on opposing factions too.
The game was really tough, just fighting 1 enemy was a dangerous fight and the mobs also took a while to kill, so when you can get jumped by several enemies in a place like this, you really needed a good group. Not only that balancing mana was really important, you couldn't just nuke like crazy in every fight because mana was serious business, and at the end of the fight, everyone had to sit and meditate and it took 5+ minutes to recover all your mana. So screwing up and getting too many mobs or getting a roaming mob attack you while you were trying to meditate was really dangerous and could wipe the whole group and they would have to travel all the way back, wasting maybe an hour or more. You couldn't really do a "dungeon crawl" because it was just too big and took too long. A really good group could maybe do it if they had a good few hours to do it all in one go but it would be hard work and they would likely all end up dying at some point. Instead of dungeon crawls, people would "camp" special boss mobs in the zone. Some rooms would have a mob with a special name and it would drop special loot that everyone desperately wanted. So one room had an assassin that dropped a fancy mask and his buddy dropped a posh backpack. Another room was the Sage room who would drop a caster belt and hat etc. People would camp in one room for hours.... sometimes several hours in one session or even more. Night after night they would go to that same room and kill the stuff as it respawned (and sometimes grab other stuff nearby for exp while waiting for respawns), and they would stay until the item they wanted finally dropped. So that one dungeon may have 8 or 9 different groups all fighting a different area.
There were huge outdoor zones in the game too which had maybe dozens of groups doing more things, but this was a real dungeon. You could do it solo if you were uber, or with a few friends or with a whole group, or several groups could do it all at the same time. And later expansions had even bigger dungeons, maybe even better.
I've never seen an RPG or MMO that had dungeons even close to as good as that game.
p.s. At the end of that second dungeon there was the King who was badass, and behind him was a mirror that was going to teleport people to a third level of the dungeon, but it never made it into the game. But in the next expansion there was an enormous zone that is basically the third level of that same dungeon. It is maybe 3 or 4 times the size of that already huge one, and more complexity, more traps, and a huge dragon at the end for raiding. The zone requires that you do a quest to get a key to enter it, and even once you are inside there is a huge area of the zone that you can't even access unless you have a rogue to pick the lock of a door.